Crafting Mechanics

by Lucifer1389

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Crafting

Crafting magic items is a vast and complicated field, researched as much as the weave itself. To craft an item, you require investment in equipment, raw materials, a formula, and a lot of effort.

Described here are the components of crafting which are used by different crafting techniques. Crafting techniques are described at the end of this document.

Components of Crafting

Gold Cost

The gold cost represents the raw materials required to craft the item, such as arcane catalysts, inks, crystals etc.

To begin crafting an item, you must pay the required gold cost upfront, as specified in the gold per spell level table.

If the spell requires material components, you must provide ×10 times the required components upfront.

Gold per spell level
Spell level Gold Cost
0th 10
1st 100
2nd 500
3rd 1,000
4th 2,500
5th 5,000
6th 10,000
7th 25,000
8th 50,000
9th 100,000

You can apply one or more of the following features to the item, which cause a cumulative increase in the gold cost:

No attunement

To create an item that doesn't require attunement, the gold cost is increased by ×10.

No Concentration

If the spell targets only the wearer and requires concentration, you can create an item that doesn't need the wearer to concentrate on the spell, which then lasts for its full duration. The gold cost is increased by ×10.

Multiple Charges

Instead of just one charge, you can create an item that has a number of charges equal to your proficiency modifier. Casting the spell costs one charge, and the item regains one charge at dawn. The gold cost is increased by ×10.

Raw materials

To begin crafting an item, you must use appropriate Raw materials from a creature of CR more than or equal to 3 times the spell level. The Raw materials are consumed when you begin the crafting process. The 'Raw material' can be things such as:

  • Organs or body parts from the creatures, such as dragon scales.
  • Crystals or other such inorganic materials from the core of the Creature's lair, such as lava from a fire elemental's lair in a volcano.
  • Something of great magical or sentimental value granted by the creature, such as a flower gifted by an archfey.
  • Any other effect as per DMs discretion.

The raw material must be one which makes sense for the spell, as per DMs discretion.

Formula

You must have the Formula for the Item, which is not consumed or expended. The formula can be things such as:

  • A spell scroll of the spell.
  • A magic item that casts the spell or a similar effect.
  • Assistance of a spellcaster that can cast that spell.
  • Any other effect as per DMs discretion.

For example, to create boots enchanted with fly, you must have a scroll of fly, or a magic item such as the winged boots.

Time

Once you have paid the required gold cost and raw materials and have the appropriate formula, you can begin attempting to create the item. Each attempt takes a workweek (5 days), and you can attempt any number of times. The gold and raw materials are expended only once, though you need the formula during each attempt.

At the end of each workweek (5 days) spent working on the item, make an Intelligence (Arcana) check or a relevant tool check (DC = 20 + the level of the spell). On a success, the item is complete.

You have advantage on the check if you are assisted for the whole workweek by a spellcaster that can cast that spell or if you can cast that spell.

Create a Spell-enchanted Item

The simplest kind of magic items are equipments imbued with a spell. You can create the following type of magic item through these crafting rules:

Requirements

To create a spell-imbued item, you imbue a non-magical piece of equipment with a spell of your choice. You need the following components:

  • Gold cost
  • Raw Materials
  • Formula
  • Time

On completion, you receive a [Item] of [Imbued Spell], described as follows:
[Item] of [Imbued Spell] (requires Attunement)

While attuned to this item, the wearer can cast the [Imbued spell] without expending any components or spell slot, using the spell save DC and attack modifier of the item's creator. Once the item is used, it can't be used again until the next dawn.


For example,
Gauntlet of Fireballs. (requires Attunement) While attuned to this gauntlet, the wearer can cast fireball without any components and without expending a spell slot (DC 15). Once the guantlets are used, they can't be used against until the next dawn.

Effects, not spells

The spell cast by magic items don't require components, so reflavor them to something fun! Instead of just casting fly, your amulet of flying could create eagle wings on your back.

Create a consumable

You can create a spell scroll, a potion or any such effect that can be used to cast the spell once. Creating a consumable follows the same rules as a spell-enchanted item, but the gold cost is halved and it doesn't require attunement.


For example,
Potion of Haste. You can drink this potion as an action to gain the benefits of haste spell for 1 minute or until you lose concentration (as if concentration on a spell).

Create a +X weapon

You can create a weapon that provides a bonus to attack and damage rolls using that weapon. The bonus can range from +1 to +3, and uses the conversion given below. Creating a +X weapon follows the same rules as creating a spell-enchanted item, but it doesn't require attunement.

Bonus Equivalent Spell level
+1 3rd
+2 5th
+3 7th

For example,
+1 Longsword. You have a +1 bonus to attack and damage rolls made with this magic weapon.

Create a +X armor or shield

You can create an armor or shield that provides a bonus to armor class while wearing that armor or holding that shield. The bonus can range from +1 to +3, and uses the conversion given below. Creating a +X armor or shield follows the same rules as creating a spell-enchanted item, but it doesn't require attunement.

Bonus Equivalent Spell level
+1 4rd
+2 6th
+3 8th

For example,
+1 Longsword. You have a +1 bonus to attack and damage rolls made with this magic weapon.

Creating a magic item

You can attempt to create or replicate a magic item. The rarity of the magic item uses the conversion given below. Creating a magic item uses the same rules as creating a spell-enchanted item, but you can't apply any additional features.

Rarity Equivalent Spell level
Common 1st
Uncommon 3rd
Rare 5th
Very rare 7th
Legendary 9th

The rarity here is flexible based on DMs discretion. Some items may be considered of a much higher level depending on their power, such as a broom of flying. Work with your DM to determine the specifics for creating magic items.

 

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